Here's a new screenshot of how the splitscreen setup looks currently like in the new menu: Screenshot!

I've decided to put the preview of the split screen layout on the top right, because there was some free space anyway. It works all the way from parsing the config file (rewritten that part in C, much better than in AutoIt3) to automatically rendering that preview

Are you gonna use the whole left side (where the girl now is) for map preview?

Also, if you are gonna use the girl, make sure the background color of the image is black. It's now purple. You can fix that by using the Colors>Levels and using the black pipette on the background (in Gimp).

In the first approach, I've had a black background, but I didn't like it as much. The GTA2 pictures aren't photos that have a transition to the black background.They all have this "hard cut line" (because of different colors, so you can see where the photo ends) and I wanted to recreate that.

The default multiplayer maps aren't played that much, at least not by most of the old Game Hunter players but I still love some Hidden Surprise. That's why it seems only having previews for the default maps just won't be enough but manually creating images for all maps would be too much work, so it would have to be automated. Just default map previews is certainly better than nothing.

Is your frontend only going to support splitscreen multiplayer or will you also support online?

That's why it seems only having previews for the default maps just won't be enough but manually creating images for all maps would be too much work, so it would have to be automated. Just default map previews is certainly better than nothing.

I agree with that.

Sektor wrote:

Is your frontend only going to support splitscreen multiplayer or will you also support online?

The next release certainly will only have splitscreen support (integrating an online mode would slow the release cycle down even further). Whenever that version is out, maybe we can discuss if or how to integrate an online mode. Although I don't really use it (yes, getting my mod working is actually more fun to me than playing the game :p), I like all the features that the game hunter has and maybe we can find a good way to combine it with my mod then.

To be honest, I'd like to make the whole TCP/UDP wrapper thing then, so that no port forwarding is necessary (UDP hole punching). This has already been discussed in the forums, but it hasn't been done yet.

Splitscreen is cool but its really niche for an already niche game although at least it will allow people to play locally who can't figure out how to forward ports. Eliminating port forwarding issues is a dream, it would allow so many more players. It's just out of my ability for now.

Even without splitscreen/online multiplayer, the full controller support and improved frontend will be great for singleplayer and essential for that arcade machine setup you showed. When this mod is complete, I will try to get GTA2 setup at some video game bars in Australia. Unfortunately GTA2 requires more buttons than most arcade machines have, so a controller seems like the only practical way.

When this mod is complete, I will try to get GTA2 setup at some video game bars in Australia. Unfortunately GTA2 requires more buttons than most arcade machines have, so a controller seems like the only practical way.

Perhaps you can convince TM to add Ambient Occlusion to the Map Editor so stuff can get automated.

I did that and he said, it's too complex. Also:

T.M. wrote:

I could add 3d-model export feature in the commandline tool though, that might fasten things up for you. But as i said, currently my time is very limited, and i dont have time to add these features yet. That said, its probably faster for you if you open and save those maps 3d-models manually in the Epic GTA2 Map Editor at this point.

It's quite a lot of work and not all maps will look great. I have attached the .blend file with correct/decent settings so you can try it for yourself. Press F12 to start rendering.To get different lighting you need to play with Exposure, Ambient Occlusion Factor and Sun Strength and its angle.

I also tried Residential in the more night time setting you talked about, it's not easy to get the correct camera location to show the map clearly.

I really like the idea, but for over 200 maps, it's too much work, just the rendering times alone.

If there is a map rating system, I or we could render each month the top 10...that might be an acceptable compromise?

- can i remap buttons cuz they are freaking anoting. Id like to move with my analog- are you goona make some coop missions ?

Cheers!

Hello Razor

In the current version (0.3.x), there are only three mappings - you can toggle them by pressing the "guide" button (the big xbox logo in the middle of the controller).The next version (0.4) will have config files for mappings, so everyone can easily add their own mapping.

Eight and a half months after the last release I present to you the technical preview of the full rewrite that has happened sice then. Beware, this release is probably buggy and not everything might work as expected. Then again, there are more config options than ever, that you can adjust to make the meta-mod work as good as possible. Read the included README.txt file for more information.

Patches welcome

I wanted to get this done by last friday, but on thursday I've decided to write a windows installer. This slowed down everything, and I finally decided not to ship the installer (who likes crappy unfinished installers anyway?). I really needed to make this release happen, before too much time passes by and I might not have as much time to do the release anymore (for example, I'll be on holidays soon). So while I really put much effort into polishing that version, it isn't as polished as the previous one and will have bugs (mostly in the splitscreen code). Be warned.

Anyway, the menu is really presentable now. Test everything you can and tell me what you think

PS: Sorry to Cuban-Pete, I couldn't integrate more of your awesome menu pictures due to lack of time. If you want to, you can hack up the code and do it yourself though - or wait until I do this in the next release. The one I've used for the credits is visible in the main menu when you turn on the slotmachine mode.

Who is online

Users browsing this forum: No registered users and 2 guests

You cannot post new topics in this forumYou cannot reply to topics in this forumYou cannot edit your posts in this forumYou cannot delete your posts in this forumYou cannot post attachments in this forum